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Lack of compelling content is VR's number one obstacle, says survey
POSTED 18 Sep 2016 . BY Tom Anstey
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology Credit: Shutterstock.com
A new study has suggested that the number one obstacle for virtual reality right now is a lack of compelling content.
The survey – a joint study by Upload and Perkins Coie – surveyed 650 AR/VR startup founders, executives with established technology companies and investors.
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology, while cost was also identified as an issue.
Of those surveyed, 37 per cent said that an inadequate content offering is the biggest challenge to face to the emerging industry, while reluctance to embrace AR/VR innovation in the mainstream was second with 23 per cent and technological limitations was third with 20 per cent.
Research by Goldman Sachs suggests that US$3.5bn (€3.1bn, £2.7bn) has been invested into AR and VR in 2014 and 2015, with AR/VR startups experiencing 347 per cent increase in funding in the first quarter of 2016 compared with the final three months of 2015.
Investment into AR/VR remains relatively small on the whole, with 88 per cent of investors granting funding anywhere between US$0 (€0, £0) and US$5m (€4.5m, £3.8m) over the past year. Investors however have suggested increased interest in the market, with 22 per cent saying they expect to invest somewhere between US$6m (€5.4m, £4.6m) and US$10m (€8.9m, £7.6m) in the next year – a range selected by no respondents in the previous 12 months.
The study also revealed that investors are planning to make most investment into content over the course of the next 12 months, and that the vast majority of respondents (89 per cent) agreed with the statement, “In the next two years, VR and smartphone manufacturers will place a focus on developing mobile VR solutions.”
Exoskeleton could change VR game with haptic feedback to simulate touch POSTED 05 Sep 2016. BY Tom Anstey Chinese technology company Dexta Robotics has unveiled a new product that promises to
revolutionise virtual reality – a wearable exoskeleton hand making it possible for users to
physically touch things in a digital world.
Universal Orlando reveals VR experience for Halloween Horror Nights POSTED 15 Aug 2016. BY Tom Anstey Universal Orlando is for the first time introducing a virtual reality component to its
Halloween Horror Nights event, with a new interactive experience combining VR and real-
life actors.
Manipulating the gut microbiome could become a powerful tool for preserving brain health and
resilience as people age, according to research led by Professor Paola Tognini, a neuroscientist
at the Sant'Anna School of Advanced Studies in Pisa, Italy.
Jessica Sloyan, a wellness operations and training expert, has established an independent
private training academy to provide professional qualifications for practitioners looking to offer
immersive wellness experiences.
The International Spa Association (ISPA) has published its full 2026 US Spa Industry Study,
providing further insights into the region’s total US$1 billion (€855 million, £780 million)
industry revenue increase from 2024 to 2025.
Ameyalli, the 78-acre wellbeing resort and residential community in Midway in Utah, US, has
broken ground on phase two of the hot spring development – the Ameyalli Resort and Spa –
which is due to open in 2028.
The MSpa Oslo series is a perennial bestseller in global markets. With innovative
engineering and premium performance, this completely portable spa line-up is expertly
designed to meet the needs of customers worldwide. [more...]
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Lack of compelling content is VR's number one obstacle, says survey
POSTED 18 Sep 2016 . BY Tom Anstey
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology Credit: Shutterstock.com
A new study has suggested that the number one obstacle for virtual reality right now is a lack of compelling content.
The survey – a joint study by Upload and Perkins Coie – surveyed 650 AR/VR startup founders, executives with established technology companies and investors.
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology, while cost was also identified as an issue.
Of those surveyed, 37 per cent said that an inadequate content offering is the biggest challenge to face to the emerging industry, while reluctance to embrace AR/VR innovation in the mainstream was second with 23 per cent and technological limitations was third with 20 per cent.
Research by Goldman Sachs suggests that US$3.5bn (€3.1bn, £2.7bn) has been invested into AR and VR in 2014 and 2015, with AR/VR startups experiencing 347 per cent increase in funding in the first quarter of 2016 compared with the final three months of 2015.
Investment into AR/VR remains relatively small on the whole, with 88 per cent of investors granting funding anywhere between US$0 (€0, £0) and US$5m (€4.5m, £3.8m) over the past year. Investors however have suggested increased interest in the market, with 22 per cent saying they expect to invest somewhere between US$6m (€5.4m, £4.6m) and US$10m (€8.9m, £7.6m) in the next year – a range selected by no respondents in the previous 12 months.
The study also revealed that investors are planning to make most investment into content over the course of the next 12 months, and that the vast majority of respondents (89 per cent) agreed with the statement, “In the next two years, VR and smartphone manufacturers will place a focus on developing mobile VR solutions.”
Exoskeleton could change VR game with haptic feedback to simulate touch POSTED 05 Sep 2016. BY Tom Anstey Chinese technology company Dexta Robotics has unveiled a new product that promises to
revolutionise virtual reality – a wearable exoskeleton hand making it possible for users to
physically touch things in a digital world.
Universal Orlando reveals VR experience for Halloween Horror Nights POSTED 15 Aug 2016. BY Tom Anstey Universal Orlando is for the first time introducing a virtual reality component to its
Halloween Horror Nights event, with a new interactive experience combining VR and real-
life actors.
Manipulating the gut microbiome could become a powerful tool for preserving brain health and
resilience as people age, according to research led by Professor Paola Tognini, a neuroscientist
at the Sant'Anna School of Advanced Studies in Pisa, Italy.
Jessica Sloyan, a wellness operations and training expert, has established an independent
private training academy to provide professional qualifications for practitioners looking to offer
immersive wellness experiences.
The International Spa Association (ISPA) has published its full 2026 US Spa Industry Study,
providing further insights into the region’s total US$1 billion (€855 million, £780 million)
industry revenue increase from 2024 to 2025.
Ameyalli, the 78-acre wellbeing resort and residential community in Midway in Utah, US, has
broken ground on phase two of the hot spring development – the Ameyalli Resort and Spa –
which is due to open in 2028.
TLee Spas and Wellness has revealed the design concept for a high-tech spa with body
mapping scanners to improve public health, for AI company Midjourney.
The MSpa Oslo series is a perennial bestseller in global markets. With innovative
engineering and premium performance, this completely portable spa line-up is expertly
designed to meet the needs of customers worldwide. [more...]
+ More featured suppliers
COMPANY PROFILES
Elemis Since 1989, Elemis has been
delivering hands-on spa treatments and
award-winning skincare to partn [more...]